#version 330 core 
layout (location = 0) in vec3 aPos; 
layout (location = 1) in vec2 aTexCoord; 
layout (location = 2) in vec3 aNormal; 
layout (location = 3) in float abrightnessLevel; 


out vec2 TexCoord;
out vec3 Normal;
out float brightnessLevel;


uniform mat4 model;

// 绑定点0
layout (std140) uniform CameraMatrices
{
    mat4 projection;
    mat4 view;
};





void main()
{
    gl_Position = projection * view * model * vec4(aPos ,1.0);
    TexCoord = aTexCoord;
    Normal = aNormal;
    brightnessLevel = abrightnessLevel;
}